with player if (.state <> ST_JUMPING) then .v.x = 0 .state = ST_STANDING if multikey(FB.SC_LEFT) then .v.x = -200.0 .state = ST_WALKING 'maybe end if if multikey(FB.SC_RIGHT) then .v.x = +200.0 .state = ST_WALKING 'maybe end if end if

.p.x += .v.x * dt

'jump if not in air if multikey(FB.SC_UP) then 'if (.p.y > 499) then if (.state <> ST_JUMPING) then .v.y = -800.0 .state = ST_JUMPING end if end if

Your example, I assume, is using the the ideas explained here,http://games.freebasic.net/BASICGaming/ ... #tutorial1"Platform Games 101 - A Jump and Run Game Article for the 6 Year Old in All of Us - Part 3"So, "The number of seconds elapsed in a fast or a slow computer would always be the same."

Must confess it all seemed very complicated. It also seems more like real physics than game physics?There are other issues like the force of a jump which the user might input by how long the jump key is pressed.

As it must have some state I think ST_NONE is not required?

Although I see variables for tiles I assume you are not going any further with it?